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TWRoO said:

For aiming, Wii remote is obviously better, unless a developer really fucks up, aiming with a Wii remote is just naturally going to be better than a control stick unless you play Wii games stood up with your arm stuck straight out and aim without bending your wrist or elbow.

Your question however is with the whole FPS experience, which unfortunately for Wii games brings in the decisions of publishers and the competence of developers, which are mostly asinine and sub-par respectively. (the former usually incurring the latter, ie pushing the after-thought Wii version of a game to second rate devs)

Personally I don't really care for the story or graphical achievements of the games that actually do well in those areas, which brings me back to the controls (I haven't read the whole OP but I believe this was your main focus) and was also why i enjoyed The Conduit. The main problem with Wii and Move controls for FPS is the lack of a second analogue stick. When sat at a PC with a mouse on a flat surface it is possible to have a fixed cursor and use your aiming device (the mouse) to also act as your 'looking' device (looking is the process of rotating your view).
The Wii remote does not have the luxury of an assumed default position, if you let go of the controller in an FPS that uses a pointing device to alter the 'looking' action in game then your view could move about wildly depending on what the IR camera sees. With the PSmove I would guess dropping the controller will also give unexpected results depending on what angle it rests at, and also whether the glowing ball can still be seen by the camera (I would think sensible developers should either stop camera movement or reset to a central point if the ball is unseen, or at least give an option about what to do as some games have if the Wii remote camera can no longer see the sensor bar).
If the Wii remote or Move controller had a control stick, or even just a slider things could be different, pointing at your target could be done independently of camera movement and in terms of the possible speed and accuracy this would trump even PC players with the mouse... however it would make things more complex, something which motion controls are supposed to try solve.
I think with a circle-pad/slider like the 3DS/PSP in the place where the A-button is on the Wii remote, pointer controlled FPS could be wonderful... generally forward/backward and strafing movement is done at top speed by a lot of gamers (Most PC gamers not even having the option of analogue character speed) so a slider control would be adequate, providing the option of slower movement if needed, but otherwise 360 degree full speed movement. Then looking and turning can be done with the nunchuck. and the Wii remote aim allows you to shoot anything you see on screen like in Wii Play.

Without that extra control option developers have had to try a number of different things to get the looking/turning problem to work, mostly using bounding boxes to allow leeway for hand movement, then adding a PC-mouse like solution for outside the bounding box so that pointing more in a direction turns you more in that direction.
Of the Wii FPS games I have played (few, because a games setting is more important to me than story, hence not buying war based FPS) I think The Conduit got the controls best for what is possible, simply by allowing the most customisation. I play games on my bed, so my wrist lays on my lap and I have no trouble keeping the remote pointed at a small space (probably wavering only a couple of pixels at the most) and could alter the bounding boxes to be close to mouse like controls.
Goldeneye tried an unusual cross between mouse-like controls, and a lock-on/z-target system similar to third person Adventure games and Metroid prime 3... except the lock on wasn't permanent... ie if you are pointing in the general direction of a character you can lock onto their position at the time you press the button, but if they move you have to follow with pointer controlled looking (ie mouse-like) as usual. This actually works very well, but personally I prefer The Conduit version.

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Ok, Seems when I post while drunk I ramble, hopefully what I said makes sense even if it is a good example of a teal deer.

I think you sir have gotten very much to the root of the issue I was talking about with that statement above. Its exactly this assumed default position that I find is so important in FPS games. Normally when I point at something with the second analogue stick while aiming down sight or otherwise, I can pretty much bring the second analogue stick to the default position to the middle while shooting the guy keeping my gun on screen absolutely steady and on point where I just aimed. This is exactly what I can't seem to do with the Wiimote perfectly, as there is no assumed default position with the Wiimote, so you kind of have to hover your hand in midair (even when resting your elbows) which makes it difficult sometimes to keep your crosshairs/iron sights steady at whatever you are shooting at. I know this feels very digital, but I think its an important feature in FPS which allow both KB&M and controller users to sort of lock on and don't have to worry about anything else, while MC users still have to keep the gun in place, because as you said they can't just drop the Wiimote from their hands and hope they would still be on target. Thanks for your insight though, it helped me understand the issue a lot more clearly.